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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-374/+339
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+29
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* Added missing FIXMEs in PR #7878Ferenc Arn2017-03-021-1/+1
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* Various fixes detected using PVS-Studio static analyzer.Thaer Razeq2017-02-281-1/+1
| | | | | | | - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
* Rename the _MD macro to D_METHODHein-Pieter van Braam2017-02-131-2/+2
| | | | | | This new name also makes its purpose a little clearer This is a step towards fixing #56
* Remove use of _SCS from ADD_METHODHein-Pieter van Braam2017-02-131-1/+1
| | | | This saves typing and is a step towards fixing #56
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-31/+31
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Merge pull request #7532 from tagcup/pcg_prngRémi Verschelde2017-01-161-2/+2
|\ | | | | Replace the existing PRNG (Xorshift31) with (minimal) PCG-32.
| * Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant ↵Ferenc Arn2017-01-151-2/+2
| | | | | | | | | | | | with 32-bit output, 64-bit state). PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
* | Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-1/+1
|/ | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Merge pull request #7093 from bojidar-bg/named-colorsRémi Verschelde2017-01-111-2/+24
|\ | | | | Add named colors to GDScript/Visual Script/core.
| * Add named colors to GDScript/Visual Script/core.Bojidar Marinov2016-12-171-2/+24
| | | | | | | | Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
* | Type renames:Juan Linietsky2017-01-111-9/+9
| | | | | | | | | | | | | | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* | ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to ↵Juan Linietsky2017-01-021-3/+3
|/ | | | | | | | Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS()
* Add `String char(int ascii)` function to GDScript and Visual ScriptBojidar Marinov2016-10-031-0/+17
| | | | Just hope it doesn't crashes with that much pointer math... :smile:
* Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399Juan Linietsky2016-09-061-377/+405
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* More visual script improvementsJuan Linietsky2016-08-301-2/+13
| | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* -Added yield nodes to visual scriptJuan Linietsky2016-08-071-1/+1
| | | | | -Added input selection nodes to visual script -Added script create icon for those who miss it, will only appear when it can be used.
* VisualScript can now execute visual scripts, but there is no debugger or ↵Juan Linietsky2016-08-051-64/+608
| | | | profiler yet.
* More work on visual scripting..Juan Linietsky2016-08-031-2/+3
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* WIP visual scripting, not working yet but you can check out stuffJuan Linietsky2016-08-021-0/+641